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[UE5 Branch] Traffic Light Generation Issues: Hardcoded Emissive Materials & Actor Duplication on XODR Load #114

@mingxili2208

Description

@mingxili2208

Description:
I am currently working with the ue5 branch of the carla-digitaltwins tool to generate scene maps using OpenStreetMap data. After generating the map and migrating it to a CARLA project, I encountered two critical issues regarding the Traffic Light (TL) actors, which prevent them from functioning correctly in the simulation.
Environment:

  • Branch: ue5
  • Tool: carla-digitaltwins
  • Workflow: OpenDRIVE Generation -> Migrate to CARLA Project -> Load Map with .xodr
    Observed Behavior:
  1. Static Meshes are "Always On" (Material Issue):
    The Traffic Light Static Meshes generated by the tool have their material emissive properties hardcoded to a high value for all three bulbs (Red, Yellow, Green) simultaneously.

    • Result: The traffic lights appear visually fully lit at all times.
    • ** It appears the materials are not generated as Material Instances with exposed Scalar Parameters (e.g., Emissive_Red, Emissive_Green) initialized to 0. Instead, they are baked with high luminance.(The lumen value is the same as the lumen value of the directional light I imported to solve the problem of no light source in the generated map. I am not sure if it is related.)
  2. Actor Duplication / Logic Conflict:
    When the generated map is loaded in CARLA alongside its corresponding .xodr file, CARLA's standard OpenDRIVE parsing logic automatically spawns a new, functional Traffic Light actor (e.g., BP_TLOpenDrive) at the exact same coordinates as the generated Static Mesh.

    • Result:
      • A Static Mesh (generated by Digital Twin) exists at the location: All lights ON.
      • A Dynamic Actor (spawned by CARLA at runtime) exists at the same location: All lights OFF (or functioning logically, but obscured).
      • This results in visual clipping/z-fighting and logically unusable traffic lights, as the functional actor is visually overridden by the "always-on" static mesh.
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